OD&D Reference Document

Superceded by Wolves Upon the Coast


There are no character classes.

Saves are different from the standard:

  • Poison & Petrifaction/Paralysis are combined into Physique.
  • Wands/Rays & Breath Weapon are combined into Dodge.
  • Magic is termed Warding.

There are three Characteristics:

  • Strength - measures raw physical power.
  • Dexterity - measures manual dexterity.
  • Constitution - measures endurance.

They are generated by rolling 3d6.
Characters begin play with 3d6*10 silver pieces (or local cultural equivalent), which can be used to purchase items or held in reserve.

HD values are the number of d6s rolled to generate HP.

Characters forgoing armour add 4 to their Dodge Rolls.
Characters wearing Light Armour add 2 to their Dodge Rolls.
Characters wearing Heavy Armour subtract 2 from their Dodge Rolls.

Their attack bonus begins at +2, and increases by 1 every level.

Level XP HD Attack Bonus Physique Dodge Warding
1 0 1+2 +2 12 14 16
2 2000 2+1 +3 12 14 16
3 4000 3 +4 10 12 14
4 8000 3+1 +5 10 12 14
5 16000 3+2 +6 10 12 14
6 32000 3+3 +7 8 10 12



Is not to be trifled with.

Additionally, Wonder and Wickedness should be used where more effects are required.


n.b. Damage is 1d6 by default, with the size of the weapon giving dis/advantage. (That is - Light weapons roll damage twice and take the worse result, Heavy weapons roll twice and take the highest result. Medium weapons just roll once.)

Weapons Cost Size Special
Battle-Axe 10sp Medium May sacrifice 3 damage from an attack to attempt a weapon/shield strip. Roll a second attack - if successful, a weapon or shield can be ripped from the grip of the opponent.
Club 5sp Light Forgo damage to attempt to stun - after a successful attack, target attempts to save vs paralysis - failure results in them losing their combat round. Further strikes against them are at +2.
Crossbow* 30sp Medium Ignores armour, 1 round reload. AC from sources other than armour are treated normally (e.g. supernatural speed)
Dagger 5sp Light Throw-able, usable in grapple situation.
Flail 8sp Medium Ignores shields.
Greatsword* 50sp Heavy Upon a killing blow, the wielder can roll another attack. This effect can be triggered multiple times.
Hand-Axe 6sp Light Throw-able. If 4+ damage is dealt, the Hand-axe bounces, attacking’ again.
Polearm*† 30sp Heavy Grant a nominated adjacent ally -2 AC.
Poleaxe* 40sp Heavy AC of target is treated as 7 when attacked.
Javelin 5sp Medium Throw-able.
Longbow* 30sp Medium +1 to hit per round spent aiming.
Mace 8sp Medium Increases AC of those struck by 1 to a maximum of 7. This effect is permanent.
Quarterstaff* 5sp Light Opponents must make a Dodge Save to approach, failure resulting in an automatic hit with this weapon.
Shortbow* 15sp Medium Can split move and fire (i.e. move fire move).
Shortsword 5sp Light Riposte twice.
Sling 1sp Light Can be used to launch grenades.
Spear† 4sp Medium Wielder may choose hold their attack until someone tries to approach them - they then roll an attack first.
Sword 8sp Medium Riposte once.
Two-Handed Axe* 35sp Heavy If a 6 is rolled for damage, roll another d6 and add the result. This effect can be triggered multiple times. Increase the wielders AC by +1.
Warhammer* 45sp Heavy Those struck are thrown backwards if unable to make a Physique Save. Use the damage rolled to determine distance, minus the HD of the creature struck.

† denotes a weapon with reach, being able to strike from behind another
* denotes weapons requiring two hands
Riposte: Attacks against the wielder which score below 7 (before AC is applied) result in the wielder being able to attempt a counter-attack, resolved normally.

Armours Cost AC
Unarmoured Free 9
Light 15sp 7
Medium 75sp 5
Heavy 150sp 3
Shield 15sp -1

Before damage is rolled, a shield may be sacrificed to negate a single strike. This only works for conventional strikes - other, specific types of shields might stop magical attacks.

Supplies Cost
Backpack 5sp
Bandages(5) 10sp
Boat, Small 300sp
Boat, Large 750sp
Bottle 5sp
Box, Large Iron 30sp
Box, Small Iron 15sp
Candle, Tallow 1sp
Candle, Wax 2sp
Cart 50sp
Case, Map 5sp
Checkers 5sp
Chest, Large Wooden 15sp
Chest, Small Wooden 8sp
Compass 100sp
Crowbar 5sp
Dice 2sp
Flint & Steel 5sp
Grappling Hook 10sp
Hammer & Wooden Stakes 5sp
Laboratory (portable) 150sp
Lantern, Bullseye 12sp
Lantern, Hooded 7sp
Lock-Picks 25sp
Map, Local 20sp
Mirror, Large Metal 10sp
Mirror, Small Silver 20sp
Mirror, Small Metal 5sp
Oil, Pint Flask 5sp
Pole, 10ft 5sp
Ration, Dry Day 5sp
Ration, Trail Day 2sp
Rope, 50ft Silken 70sp
Rope, 50ft Hemp 5sp
Sack 1sp
Shovel 5sp
Shovel, Wooden 5sp
Water or Wineskin 15sp
Skiing Equipment 15sp
Sled 20sp
Sleeping Bag 2sp
Snare 1sp
Iron Spike 3sp
Tent 15sp
Tinderbox 10sp
Torches (6) 1sp
Wagon 150sp
Livestock Cost
Chicken 1sp
Cow 10sp
Dog 15sp
Donkey 8sp
Goat 3sp
Hawk 20sp
Horse, Draught 30sp
Horse, War 200sp
Horse, Riding 25sp
Mule 20sp
Ox 15sp
Pigeon 1sp
Piglet 1sp
Pig 3sp
Pony 15sp
Sheep 2sp
Songbird 25sp


Characters may carry items equal to their AC. Large objects count as two items. Beasts of burden may carry 20 items. Mules may carry 24.


Every 1sp of treasure recovered is worth 1xp. To count as recovered, it must be transported back to safety. Once it is summed up, the XP is split between all members of the party. Hirelings have a half-share of XP and usually the treasure itself.


Each dungeon room explored per delve is worth (10 * number of rooms explored this delve) XP. This XP is awarded to each character, and is not split like treasure. Hirelings do not take a share. e.g. exploring 3 rooms = 60XP (10 + 20 + 30). A delve is a single expedition, ending when safety is returned to or found. Rooms can only be explored’ once.

Same applies to hexes in Wilderness.

Destination XP Example
Local Curiosity 50 The Auld Oak
Uncommon 150 Abandoned Fort in the Woods
Rarely Visited 500 Far-off Mountain Monastery
Inhospitable 100 Just a nightmare
Unseen for Years 1500 Far off kingdom across the sea
Unseen for Generations 5000 …sea of Monsters that is
Probably not Real 15000 Troy, Machu Pichu
Fabled 50000 Eldorado
Mythological 150000 The Garden of Eden

Stolen from NGR


Only monsters of note cause XP gain. This XP is awarded to each character, and is not split like treasure. Hirelings do not take a share.

Monster Infamy XP Example
Local Legend 1000 One-eyed Bear
Regional Threat 5000 Hill giant terror
National Threat 10000 Small Dragon
Cultural Icon 50000 The Medusa
Fabled Monster 100000 An antediluvian Dragon
Mythological 500000 Titan, The Devil

Stolen from NGR


XP can also be gained by fulfilling a oath set by the player. An oath can involve anything worthy of the adventurer (theft, revenge, travel to X place, etc.) but it must be specific and only one oath may be achieved either per session or per level. Oath provide XP equal to the adventurer’s last attained level. However, once a oath is made, an adventurer only gains 1/2 XP from finding treasure until her oath is achieved.

Stolen from here


Characters may purchase’ the XP of a dead party member by throwing a lavish funeral, spending 1sp for each xp purchased.’

A Good Death

Characters dying in noteworthy ways - especially the sort likely to be immortalised in song - may create a level 2 replacement character, rather than the usual level 1 character.

Saves and Tests

If discussion does not offer an obvious resolution, a suitable Attribute may be tested. Players attempt to roll under the attribute on a variable number of d6s to succeed. Easy tasks with consequences for failure use 2d6. Challenging tasks use 3d6. Hard tasks use 4d6. Items or abilities which help (or hinder) should modify the number of dice rolled.

Saves are called for when discussion is unsuitable - often as a consequence of action.

Dodging is used to avoid peril.
Physique is used to fight poison and disease.
Warding is used to resist magic.

To save, a character must roll over the appropriate category on a d20. This roll may be modified.


To attack, roll 1d20 and add your attack modifier and the AC of the opponent. If this value is 20+, the opponent is struck and damage is rolled. Damage is 1d6 by default, with the size of the weapon giving dis/advantage. (That is - Light weapons roll damage twice and take the worse result, Heavy weapons roll twice and take the highest result. Medium weapons just roll once.)


When attitudes are uncertain or chaos desirable, roll 2d6 and consult the table below. Reputation may modify this roll, a strong opinion eliciting a +/- 4.

2d6 Reaction
2- Hostile
3-5 Negative Inclination
6-8 Neutral
9-11 Positive Inclination
12+ Friendly

Determining what these results in the situation is a matter of experience and extrapolation. It may also reveal facts about the group - especially extreme results necessitating explanation.